Помощь со скином CSS (Steam)

pimnik98

Участник
Сообщения
21
Реакции
2
Операционная система
Windows
Текст ошибки
/addons/sourcemod/logs/errors_*.log - пусто
Всем доброго времени! Портировал скин в hlmv все показывает и скин работает, но при установке его на сервере крашится игра.

Кто сможет сделать? Цена вопроса? Или может кто поделится советом?
 

pimnik98

Участник
Сообщения
21
Реакции
2
Полигонов сколько, сколько костей, qc мог бы приложить
уже решил, осталось положение рук поправить, а то пистолет в голове, а автомат в ногах, вот ищу документацию :)

если есть ссылки буду благодарен
Сообщения автоматически склеены:

QC:
$ModelName "pimnik98/Chara/chara.mdl"
$origin 33 0 90
$Model "head" "head.smd" {

    mouth 0 "mouth" "ValveBiped.Bip01_Head1" 0 1 0

    flexfile "chara_01.vta"
    {
        defaultflex frame 0
        flex "brow_anger" frame 1
        flex "brow_cheerful" frame 2
        flex "brow_down" frame 3
        flex "brow_forward" frame 4
        flex "brow_sad" frame 5
        flex "brow_serious" frame 6
        flex "brow_up" frame 7
        flex "brow_wrink_L" frame 8
        flex "brow_wrink_R" frame 9
        flex "eye_blink" frame 10
        flex "eye_calm" frame 11
        flex "eye_closed_X" frame 12
        flex "eye_doubt" frame 13
        flex "eye_happy" frame 14
        flex "eye_serious" frame 15
        flex "eye_white" frame 16
        flex "eye_white_horizontal" frame 17
        flex "eye_white_vertical" frame 18
        flex "eye_widen" frame 19
        flex "eye_wink_L" frame 20
        flex "eye_wink_L_2" frame 21
        flex "eye_wink_R" frame 22
        flex "eye_wink_R_2" frame 23
        flex "mouth_a" frame 24
        flex "mouth_a2" frame 25
        flex "mouth_bottom_teeth_off" frame 26
        flex "mouth_box" frame 27
        flex "mouth_cat" frame 28
        flex "mouth_cat_open" frame 29
        flex "mouth_e" frame 30
        flex "mouth_frown" frame 31
        flex "mouth_frown2" frame 32
        flex "mouth_i" frame 33
        flex "mouth_laugh" frame 34
        flex "mouth_lick_down" frame 35
        flex "mouth_lick_up" frame 36
        flex "mouth_o" frame 37
        flex "mouth_regret" frame 38
        flex "mouth_smile" frame 39
        flex "mouth_smile2" frame 40
        flex "mouth_smile3" frame 41
        flex "mouth_smile4" frame 42
        flex "mouth_tongue_out" frame 43
        flex "mouth_top_teeth_off" frame 44
        flex "mouth_triangle" frame 45
        flex "mouth_u" frame 46
        flex "mouth_widen" frame 47
        flex "eye_all_down" frame 48
        flex "eye_all_left" frame 49
        flex "eye_all_right" frame 50
        flex "eye_all_up" frame 51
        flex "eye_heart" frame 52
        flex "eye_round" frame 53
        flex "eye_shrink" frame 54
        flex "eye_star" frame 55
        flex "eyeball_L_down" frame 56
        flex "eyeball_L_left" frame 57
        flex "eyeball_L_right" frame 58
        flex "eyeball_L_up" frame 59
        flex "eyeball_R_down" frame 60
        flex "eyeball_R_left" frame 61
        flex "eyeball_R_right" frame 62
        flex "eyeball_R_up" frame 63
        flex "no_eyes" frame 64
        flex "eyelight_down" frame 65
    }

    flexcontroller eyelid range 0 1 "eye_blink"
    flexcontroller eyelid range 0 1 "eye_happy"
    flexcontroller eyelid range 0 1 "eye_wink_L"
    flexcontroller eyelid range 0 1 "eye_wink_L_2"
    flexcontroller eyelid range 0 1 "eye_wink_R"
    flexcontroller eyelid range 0 1 "eye_wink_R_2"
    flexcontroller eyelid range 0 1 "eye_calm"
    flexcontroller eyelid range 0 1 "eye_closed_X"
    flexcontroller eyelid range 0 1 "eye_widen"
    flexcontroller eyelid range 0 1 "eye_doubt"
    flexcontroller eyelid range 0 1 "eye_serious"
    flexcontroller eyelid range 0 1 "eye_white"
    flexcontroller eyelid range 0 1 "eye_white_vertical"
    flexcontroller eyelid range 0 1 "eye_white_horizontal"
    flexcontroller eyelid range 0 1 "eye_star"
    flexcontroller eyelid range 0 1 "eye_heart"
    flexcontroller eyelid range 0 1 "eye_shrink"
    flexcontroller eyelid range 0 1 "eye_round"
    flexcontroller eyelid range 0 1 "eyelight_down"
    flexcontroller eye range 0 1 "no_eyes"
    flexcontroller eye range 0 1 "eye_all_up"
    flexcontroller eye range 0 1 "eye_all_down"
    flexcontroller eye range 0 1 "eye_all_left"
    flexcontroller eye range 0 1 "eye_all_right"
    flexcontroller eye range 0 1 "eyeball_L_up"
    flexcontroller eye range 0 1 "eyeball_L_down"
    flexcontroller eye range 0 1 "eyeball_L_left"
    flexcontroller eye range 0 1 "eyeball_L_right"
    flexcontroller eye range 0 1 "eyeball_R_up"
    flexcontroller eye range 0 1 "eyeball_R_down"
    flexcontroller eye range 0 1 "eyeball_R_left"
    flexcontroller eye range 0 1 "eyeball_R_right"
    flexcontroller brow range 0 1 "brow_serious"
    flexcontroller brow range 0 1 "brow_sad"
    flexcontroller brow range 0 1 "brow_cheerful"
    flexcontroller brow range 0 1 "brow_anger"
    flexcontroller brow range 0 1 "brow_up"
    flexcontroller brow range 0 1 "brow_down"
    flexcontroller brow range 0 1 "brow_forward"
    flexcontroller brow range 0 1 "brow_wrink_L"
    flexcontroller brow range 0 1 "brow_wrink_R"
    flexcontroller mouth range 0 1 "mouth_a"
    flexcontroller mouth range 0 1 "mouth_a2"
    flexcontroller mouth range 0 1 "mouth_i"
    flexcontroller mouth range 0 1 "mouth_u"
    flexcontroller mouth range 0 1 "mouth_e"
    flexcontroller mouth range 0 1 "mouth_o"
    flexcontroller mouth range 0 1 "mouth_frown"
    flexcontroller mouth range 0 1 "mouth_triangle"
    flexcontroller mouth range 0 1 "mouth_regret"
    flexcontroller mouth range 0 1 "mouth_box"
    flexcontroller mouth range 0 1 "mouth_laugh"
    flexcontroller mouth range 0 1 "mouth_cat"
    flexcontroller mouth range 0 1 "mouth_cat_open"
    flexcontroller mouth range 0 1 "mouth_smile"
    flexcontroller mouth range 0 1 "mouth_smile2"
    flexcontroller mouth range 0 1 "mouth_smile3"
    flexcontroller mouth range 0 1 "mouth_tongue_out"
    flexcontroller mouth range 0 1 "mouth_lick_up"
    flexcontroller mouth range 0 1 "mouth_lick_down"
    flexcontroller mouth range 0 1 "mouth_smile4"
    flexcontroller mouth range 0 1 "mouth_frown2"
    flexcontroller mouth range 0 1 "mouth_widen"
    flexcontroller mouth range 0 1 "mouth_top_teeth_off"
    flexcontroller mouth range 0 1 "mouth_bottom_teeth_off"

    %eye_blink = eye_blink
    %eye_happy = eye_happy
    %eye_wink_L = eye_wink_L
    %eye_wink_L_2 = eye_wink_L_2
    %eye_wink_R = eye_wink_R
    %eye_wink_R_2 = eye_wink_R_2
    %eye_calm = eye_calm
    %eye_closed_X = eye_closed_X
    %eye_widen = eye_widen
    %eye_doubt = eye_doubt
    %eye_serious = eye_serious
    %eye_white = eye_white
    %eye_white_vertical = eye_white_vertical
    %eye_white_horizontal = eye_white_horizontal
    %eye_star = eye_star
    %eye_heart = eye_heart
    %eye_shrink = eye_shrink
    %eye_round = eye_round
    %eyelight_down = eyelight_down
    %no_eyes = no_eyes
    %eye_all_up = eye_all_up
    %eye_all_down = eye_all_down
    %eye_all_left = eye_all_left
    %eye_all_right = eye_all_right
    %eyeball_L_up = eyeball_L_up
    %eyeball_L_down = eyeball_L_down
    %eyeball_L_left = eyeball_L_left
    %eyeball_L_right = eyeball_L_right
    %eyeball_R_up = eyeball_R_up
    %eyeball_R_down = eyeball_R_down
    %eyeball_R_left = eyeball_R_left
    %eyeball_R_right = eyeball_R_right
    %brow_serious = brow_serious
    %brow_sad = brow_sad
    %brow_cheerful = brow_cheerful
    %brow_anger = brow_anger
    %brow_up = brow_up
    %brow_down = brow_down
    %brow_forward = brow_forward
    %brow_wrink_L = brow_wrink_L
    %brow_wrink_R = brow_wrink_R
    %mouth_a = mouth_a
    %mouth_a2 = mouth_a2
    %mouth_i = mouth_i
    %mouth_u = mouth_u
    %mouth_e = mouth_e
    %mouth_o = mouth_o
    %mouth_frown = mouth_frown
    %mouth_triangle = mouth_triangle
    %mouth_regret = mouth_regret
    %mouth_box = mouth_box
    %mouth_laugh = mouth_laugh
    %mouth_cat = mouth_cat
    %mouth_cat_open = mouth_cat_open
    %mouth_smile = mouth_smile
    %mouth_smile2 = mouth_smile2
    %mouth_smile3 = mouth_smile3
    %mouth_tongue_out = mouth_tongue_out
    %mouth_lick_up = mouth_lick_up
    %mouth_lick_down = mouth_lick_down
    %mouth_smile4 = mouth_smile4
    %mouth_frown2 = mouth_frown2
    %mouth_widen = mouth_widen
    %mouth_top_teeth_off = mouth_top_teeth_off
    %mouth_bottom_teeth_off = mouth_bottom_teeth_off
}
$BodyGroup "Hair"
{
    studio "hair.smd"
}

$BodyGroup "ct_gign"
{
    studio "ct_gign_reference.smd"
}

$BodyGroup "Locket"
{
    studio "locket.smd"
    blank
}


$SurfaceProp "flesh"

$Contents "solid"

$IllumPosition 0.049 -1.041 35.97

$CDMaterials "models\pimnik98\Chara\"

$TextureGroup "skinfamilies"
{
    { "CharaEye"  }
    { "CharaEye2" }
}

$Attachment "mouth" "ValveBiped.Bip01_Head1" 0.6 -5.5 0 rotate 0 -80 -90
$Attachment "chest" "ValveBiped.Bip01_Spine2" 5 4 0 rotate 0 90 90
$Attachment "forward" "ValveBiped.forward" 0 0 0 rotate 0 0 0
$Attachment "anim_attachment_RH" "ValveBiped.Anim_Attachment_RH" 0 0 0 rotate -90 -90 0
$Attachment "anim_attachment_LH" "ValveBiped.Anim_Attachment_LH" 0 0 0 rotate -90 -90 0
$Attachment "anim_attachment_head" "ValveBiped.Bip01_Head1" 0 0 0 rotate -90 -90 0

$CBox 0 0 0 0 0 0

$BBox -5.257 -20.715 5.739 7.339 20.813 66.2

$HBoxSet "default"
$HBox 1 "ValveBiped.Bip01_Head1" -1.25 -6.5 -3.19 8.25 3.5 3.31
$HBox 4 "ValveBiped.Bip01_L_UpperArm" 0 -2.75 -2.75 12.51 1.75 2.25
$HBox 4 "ValveBiped.Bip01_L_Forearm" 0 -2.19 -2.38 13 1.81 1.62
$HBox 4 "ValveBiped.Bip01_L_Hand" 0.06 -2 -1.5 4.06 1 2.5
$HBox 5 "ValveBiped.Bip01_R_UpperArm" 0 -3 -2.25 12.39 2 2.75
$HBox 5 "ValveBiped.Bip01_R_Forearm" -0.5 -2.2 -1.55 12.5 1.8 2.45
$HBox 5 "ValveBiped.Bip01_R_Hand" 0.06 -2 -2.5 4.06 1 1.5
$HBox 6 "ValveBiped.Bip01_L_Thigh" 0 -3.75 -3.25 17.85 3.75 3.25
$HBox 6 "ValveBiped.Bip01_L_Calf" 0 -3.51 -3.28 15.64 3.49 2.72
$HBox 6 "ValveBiped.Bip01_L_Foot" -1.07 -2 -2.84 5.04 5 2.16
$HBox 7 "ValveBiped.Bip01_R_Thigh" 0 -3.75 -3.25 17.85 3.75 3.25
$HBox 7 "ValveBiped.Bip01_R_Calf" 0 -3.51 -2.82 15.64 3.49 3.18
$HBox 7 "ValveBiped.Bip01_R_Foot" -1.06 -2.01 -2.28 5.05 4.99 2.72
$HBox 3 "ValveBiped.Bip01_Pelvis" -7.5 -5.5 -6 7.5 8.5 5
$HBox 2 "ValveBiped.Bip01_Spine2" -2.5 -2.5 -7 14.5 7.5 7
$SkipBoneInBBox

$DefineBone "ValveBiped.Bip01_Pelvis" "" -0.16467 -0.742619 31.464407 0 0 89.999982 0 0 0 0 0 0
$DefineBone "ValveBiped.Bip01_Spine" "ValveBiped.Bip01_Pelvis" 0.000004 3.213076 -1.288847 -1.602964 89.999982 89.999982 0 0 0 0 0 0
$DefineBone "ValveBiped.Bip01_Spine1" "ValveBiped.Bip01_Spine" 2.926731 0.000002 0 0 -6.452309 0 0 0 0 0 0 0
$DefineBone "ValveBiped.Bip01_Spine2" "ValveBiped.Bip01_Spine1" 2.759315 0 0 0 -0.723932 0 0 0 0 0 0 0
$DefineBone "ValveBiped.Bip01_Spine4" "ValveBiped.Bip01_Spine2" 5.750599 -0.000001 0 0 8.927427 0 0 0 0 0 0 0
$DefineBone "ValveBiped.Bip01_Neck1" "ValveBiped.Bip01_Spine4" 2.424072 0 0 0 12.84153 179.999841 0 0 0 0 0 0
$DefineBone "ValveBiped.Bip01_Head1" "ValveBiped.Bip01_Neck1" 2.265442 0.000008 0 0 6.295658 0 0 0 0 0 0 0
$DefineBone "ValveBiped.forward" "ValveBiped.Bip01_Head1" 0 0 0 0 -75.999986 -89.999982 0 0 0 0 0 0
$DefineBone "ValveBiped.Bip01_L_Clavicle" "ValveBiped.Bip01_Spine4" 1.543491 0.692115 0.650258 -76.440226 166.164214 93.870978 0 0 0 0 0 0
$DefineBone "ValveBiped.Bip01_L_UpperArm" "ValveBiped.Bip01_L_Clavicle" 3.801025 -0.000019 0.000002 5.807331 -25.703084 -76.999741 0 0 0 0 0 0
$DefineBone "ValveBiped.Bip01_L_Forearm" "ValveBiped.Bip01_L_UpperArm" 7.126165 -0.000003 -0.000042 0.29109 -2.864619 -2.570754 0 0 0 0 0 0
$DefineBone "ValveBiped.Bip01_L_Hand" "ValveBiped.Bip01_L_Forearm" 7.180736 -0.000005 -0.000069 -2.707267 1.612704 76.592191 0 0 0 0 0 0
$DefineBone "ValveBiped.Anim_Attachment_LH" "ValveBiped.Bip01_L_Hand" 1.714478 -1.097099 0.000001 -0.000039 90.000037 90.00003 0 0 0 0 0 0
$DefineBone "ValveBiped.Bip01_R_Clavicle" "ValveBiped.Bip01_Spine4" 1.543468 0.692122 -0.65022 76.440513 166.163736 -97.982404 0 0 0 0 0 0
$DefineBone "ValveBiped.Bip01_R_UpperArm" "ValveBiped.Bip01_R_Clavicle" 3.801017 0.000015 0 -4.013569 -26.021013 80.712448 0 0 0 0 0 0
$DefineBone "ValveBiped.Bip01_R_Forearm" "ValveBiped.Bip01_R_UpperArm" 7.126167 -0.000002 0.000031 -0.291136 -2.864677 2.570745 0 0 0 0 0 0
$DefineBone "ValveBiped.Bip01_R_Hand" "ValveBiped.Bip01_R_Forearm" 7.180797 -0.000003 0.000023 2.70675 1.612589 -76.108217 0 0 0 0 0 0
$DefineBone "ValveBiped.Anim_Attachment_RH" "ValveBiped.Bip01_R_Hand" 1.71448 -1.097118 0.000001 -0.000004 -89.999859 -89.999982 0 0 0 0 0 0
$DefineBone "ValveBiped.Bip01_L_Thigh" "ValveBiped.Bip01_Pelvis" 3.038591 0 -0.000002 0.967668 -92.305451 -89.919427 0 0 0 0 0 0
$DefineBone "ValveBiped.Bip01_L_Calf" "ValveBiped.Bip01_L_Thigh" 12.157427 0 0 0 2.959557 0 0 0 0 0 0 0
$DefineBone "ValveBiped.Bip01_L_Foot" "ValveBiped.Bip01_L_Calf" 13.50701 -0.000001 0 -3.776652 -62.112005 0.551816 0 0 0 0 0 0
$DefineBone "ValveBiped.Bip01_R_Thigh" "ValveBiped.Bip01_Pelvis" -3.03859 0.000006 0.000005 0.967668 -87.694684 -90.080537 0 0 0 0 0 0
$DefineBone "ValveBiped.Bip01_R_Calf" "ValveBiped.Bip01_R_Thigh" 12.157412 0 -0.000005 0 2.959556 0 0 0 0 0 0 0
$DefineBone "ValveBiped.Bip01_R_Foot" "ValveBiped.Bip01_R_Calf" 13.50701 -0.000001 0 3.775849 -62.248944 0.05128 0 0 0 0 0 0
$DefineBone "Hair_R_1" "ValveBiped.Bip01_Head1" 1.950027 -0.364342 3.748936 -85.353582 -75.831021 85.744911 0 0 0 0 0 0
$DefineBone "Hair_R_2" "Hair_R_1" 0.014005 -0.171773 2.139507 0 -0.000003 0.000003 0 0 0 0 0 0
$DefineBone "Hair_L_1" "ValveBiped.Bip01_Head1" 1.950039 -0.364322 -3.852525 -84.774949 -52.509296 62.507057 0 0 0 0 0 0
$DefineBone "Hair_L_2" "Hair_L_1" 0.013993 -0.165501 2.141872 -4.983703 -0.000519 0.403817 0 0 0 0 0 0
$DefineBone "Bang_M" "ValveBiped.Bip01_Head1" 5.697216 -3.879044 0.186222 -88.199749 -135.523247 -34.590079 0 0 0 0 0 0
$DefineBone "Bang_L_1" "ValveBiped.Bip01_Head1" 5.690247 -3.749833 -1.755487 -86.819265 -132.094219 -26.405047 0 0 0 0 0 0
$DefineBone "Bang_R_1" "ValveBiped.Bip01_Head1" 5.690254 -3.749844 2.273227 -87.476794 -110.216283 -71.543226 0 0 0 0 0 0
$DefineBone "Bang_L_2" "ValveBiped.Bip01_Head1" 4.34127 -2.129599 -3.640852 -84.761773 -104.270371 -49.075377 0 0 0 0 0 0
$DefineBone "Bang_R_2" "ValveBiped.Bip01_Head1" 4.369152 -2.646451 3.614921 -86.758859 -93.871613 -94.778936 0 0 0 0 0 0
$DefineBone "Hair_R" "ValveBiped.Bip01_Head1" 5.852787 -1.151419 3.551859 -87.70775 -146.039785 -30.707612 0 0 0 0 0 0
$DefineBone "Hair_B_L" "ValveBiped.Bip01_Head1" 2.549397 1.620016 -3.528901 -89.507006 -156.178327 -30.864938 0 0 0 0 0 0
$DefineBone "Hair_B_M" "ValveBiped.Bip01_Head1" 2.438541 3.67441 0.186242 -87.969934 -162.081386 -8.023589 0 0 0 0 0 0
$DefineBone "Hair_B_R" "ValveBiped.Bip01_Head1" 2.549389 1.619998 3.528881 -87.828125 -67.381032 -85.766972 0 0 0 0 0 0
$DefineBone "ValveBiped.Bip01_L_Finger3" "ValveBiped.Bip01_L_Hand" 2.369182 0.171417 -0.467033 10.324768 -3.758459 -1.869902 0 0 0 0 0 0
$DefineBone "ValveBiped.Bip01_L_Finger31" "ValveBiped.Bip01_L_Finger3" 1.120517 -0.000004 -0.000001 -3.692991 -8.13826 4.256156 0 0 0 0 0 0
$DefineBone "ValveBiped.Bip01_L_Finger32" "ValveBiped.Bip01_L_Finger31" 0.615034 -0.000008 -0.000001 1.654366 7.842106 -2.932111 0 0 0 0 0 0
$DefineBone "ValveBiped.Bip01_L_Finger2" "ValveBiped.Bip01_L_Hand" 2.414337 0.097725 0.045733 4.404047 -4.123146 2.8417 0 0 0 0 0 0
$DefineBone "ValveBiped.Bip01_L_Finger21" "ValveBiped.Bip01_L_Finger2" 1.305684 -0.000011 0 2.673257 -4.585972 4.609272 0 0 0 0 0 0
$DefineBone "ValveBiped.Bip01_L_Finger22" "ValveBiped.Bip01_L_Finger21" 0.683594 0.000011 0 -0.400949 4.18017 -1.014135 0 0 0 0 0 0
$DefineBone "ValveBiped.Bip01_L_Finger0" "ValveBiped.Bip01_L_Hand" 0.811476 -0.251579 1.256054 -9.261348 -34.29551 -67.383224 0 0 0 0 0 0
$DefineBone "ValveBiped.Bip01_L_Finger01" "ValveBiped.Bip01_L_Finger0" 0.892448 -0.000001 -0.000008 -20.565826 -0.542838 9.987144 0 0 0 0 0 0
$DefineBone "ValveBiped.Bip01_L_Finger02" "ValveBiped.Bip01_L_Finger01" 0.704742 0 -0.000008 -0.435135 -0.594466 -16.53925 0 0 0 0 0 0
$DefineBone "ValveBiped.Bip01_L_Finger1" "ValveBiped.Bip01_L_Hand" 2.426682 -0.041397 0.735824 2.761606 -3.647767 7.432352 0 0 0 0 0 0
$DefineBone "ValveBiped.Bip01_L_Finger11" "ValveBiped.Bip01_L_Finger1" 1.043648 -0.000008 0.000001 2.42551 -6.106213 -6.472873 0 0 0 0 0 0
$DefineBone "ValveBiped.Bip01_L_Finger12" "ValveBiped.Bip01_L_Finger11" 0.61247 0.000008 0 -0.373848 4.386886 -5.920773 0 0 0 0 0 0
$DefineBone "ValveBiped.Bip01_L_Finger4" "ValveBiped.Bip01_L_Hand" 2.271417 0.1577 -1.181041 9.597396 -3.01424 -2.812993 0 0 0 0 0 0
$DefineBone "ValveBiped.Bip01_L_Finger41" "ValveBiped.Bip01_L_Finger4" 0.780974 -0.000034 -0.000003 -2.453393 -6.393085 3.384856 0 0 0 0 0 0
$DefineBone "ValveBiped.Bip01_L_Finger42" "ValveBiped.Bip01_L_Finger41" 0.435656 -0.000015 0 0.430131 3.384619 3.736255 0 0 0 0 0 0
$DefineBone "ValveBiped.Bip01_R_Finger3" "ValveBiped.Bip01_R_Hand" 2.369206 0.17535 0.465526 -8.612531 -4.060045 -1.347201 0 0 0 0 0 0
$DefineBone "ValveBiped.Bip01_R_Finger31" "ValveBiped.Bip01_R_Finger3" 1.120533 -0.000011 0.000001 -0.017594 -6.291877 -0.522711 0 0 0 0 0 0
$DefineBone "ValveBiped.Bip01_R_Finger32" "ValveBiped.Bip01_R_Finger31" 0.615043 0.000015 -0.000001 0.722781 8.340209 2.126131 0 0 0 0 0 0
$DefineBone "ValveBiped.Bip01_R_Finger2" "ValveBiped.Bip01_R_Hand" 2.414354 0.097351 -0.046603 -2.98815 -2.173935 -4.123353 0 0 0 0 0 0
$DefineBone "ValveBiped.Bip01_R_Finger21" "ValveBiped.Bip01_R_Finger2" 1.305676 -0.000015 0 -3.568843 -9.345478 7.050072 0 0 0 0 0 0
$DefineBone "ValveBiped.Bip01_R_Finger22" "ValveBiped.Bip01_R_Finger21" 0.68358 0.000004 0 -0.977582 6.981766 4.594084 0 0 0 0 0 0
$DefineBone "ValveBiped.Bip01_R_Finger0" "ValveBiped.Bip01_R_Hand" 0.811482 -0.262177 -1.2539 11.797769 -37.958923 68.474402 0 0 0 0 0 0
$DefineBone "ValveBiped.Bip01_R_Finger01" "ValveBiped.Bip01_R_Finger0" 0.892471 0.000005 0.000002 26.542607 6.14973 -3.133156 0 0 0 0 0 0
$DefineBone "ValveBiped.Bip01_R_Finger02" "ValveBiped.Bip01_R_Finger01" 0.704737 -0.000004 0 -2.31579 -4.348521 13.36511 0 0 0 0 0 0
$DefineBone "ValveBiped.Bip01_R_Finger1" "ValveBiped.Bip01_R_Hand" 2.42669 -0.047592 -0.735497 -2.669071 -3.646545 -7.589119 0 0 0 0 0 0
$DefineBone "ValveBiped.Bip01_R_Finger11" "ValveBiped.Bip01_R_Finger1" 1.043674 0.000004 0 -1.560221 -7.833436 5.567318 0 0 0 0 0 0
$DefineBone "ValveBiped.Bip01_R_Finger12" "ValveBiped.Bip01_R_Finger11" 0.612484 -0.000015 0.000001 -0.675632 7.159563 6.667159 0 0 0 0 0 0
$DefineBone "ValveBiped.Bip01_R_Finger4" "ValveBiped.Bip01_R_Hand" 2.271446 0.167675 1.179616 -8.921817 -2.910753 2.274694 0 0 0 0 0 0
$DefineBone "ValveBiped.Bip01_R_Finger41" "ValveBiped.Bip01_R_Finger4" 0.780974 0.000015 0 1.25947 -4.480654 -2.01876 0 0 0 0 0 0
$DefineBone "ValveBiped.Bip01_R_Finger42" "ValveBiped.Bip01_R_Finger41" 0.43565 0.000011 0 -0.191547 3.989563 -1.721739 0 0 0 0 0 0

$BoneMerge "ValveBiped.Bip01_Pelvis"
$BoneMerge "ValveBiped.Bip01_Spine"
$BoneMerge "ValveBiped.Bip01_Spine1"
$BoneMerge "ValveBiped.Bip01_Spine2"
$BoneMerge "ValveBiped.Bip01_Spine4"
$BoneMerge "ValveBiped.Bip01_R_Clavicle"
$BoneMerge "ValveBiped.Bip01_R_UpperArm"
$BoneMerge "ValveBiped.Bip01_R_Forearm"
$BoneMerge "ValveBiped.Bip01_R_Hand"
$BoneMerge "ValveBiped.Anim_Attachment_RH"

$JiggleBone "Hair_R_1"
{
    is_flexible
    {
        length 25
        tip_mass 0
        pitch_stiffness 50
        pitch_damping 8
        yaw_stiffness 50
        yaw_damping 8
        allow_length_flex
        along_stiffness 100
        along_damping 0
        pitch_constraint -28 12
        pitch_friction 0
        pitch_bounce 0
        angle_constraint 28
    }
}
$JiggleBone "Hair_R_2"
{
    is_flexible
    {
        length 25
        tip_mass 0
        pitch_stiffness 50
        pitch_damping 8
        yaw_stiffness 50
        yaw_damping 8
        allow_length_flex
        along_stiffness 100
        along_damping 0
        pitch_constraint -28 12
        pitch_friction 0
        pitch_bounce 0
        angle_constraint 28
    }
}
$JiggleBone "Hair_L_1"
{
    is_flexible
    {
        length 25
        tip_mass 0
        pitch_stiffness 50
        pitch_damping 8
        yaw_stiffness 50
        yaw_damping 8
        allow_length_flex
        along_stiffness 100
        along_damping 0
        pitch_constraint -28 12
        pitch_friction 0
        pitch_bounce 0
        angle_constraint 28
    }
}
$JiggleBone "Hair_L_2"
{
    is_flexible
    {
        length 25
        tip_mass 0
        pitch_stiffness 50
        pitch_damping 8
        yaw_stiffness 50
        yaw_damping 8
        allow_length_flex
        along_stiffness 100
        along_damping 0
        pitch_constraint -28 12
        pitch_friction 0
        pitch_bounce 0
        angle_constraint 28
    }
}
$JiggleBone "Bang_M"
{
    is_flexible
    {
        length 25
        tip_mass 0
        pitch_stiffness 50
        pitch_damping 8
        yaw_stiffness 50
        yaw_damping 8
        allow_length_flex
        along_stiffness 100
        along_damping 0
        pitch_constraint -28 12
        pitch_friction 0
        pitch_bounce 0
        angle_constraint 28
    }
}
$JiggleBone "Bang_L_1"
{
    is_flexible
    {
        length 25
        tip_mass 0
        pitch_stiffness 50
        pitch_damping 8
        yaw_stiffness 50
        yaw_damping 8
        allow_length_flex
        along_stiffness 100
        along_damping 0
        pitch_constraint -28 12
        pitch_friction 0
        pitch_bounce 0
        angle_constraint 28
    }
}
$JiggleBone "Bang_R_1"
{
    is_flexible
    {
        length 25
        tip_mass 0
        pitch_stiffness 50
        pitch_damping 8
        yaw_stiffness 50
        yaw_damping 8
        allow_length_flex
        along_stiffness 100
        along_damping 0
        pitch_constraint -28 12
        pitch_friction 0
        pitch_bounce 0
        angle_constraint 28
    }
}
$JiggleBone "Bang_L_2"
{
    is_flexible
    {
        length 25
        tip_mass 0
        pitch_stiffness 50
        pitch_damping 8
        yaw_stiffness 50
        yaw_damping 8
        allow_length_flex
        along_stiffness 100
        along_damping 0
        pitch_constraint -28 12
        pitch_friction 0
        pitch_bounce 0
        angle_constraint 28
    }
}
$JiggleBone "Bang_R_2"
{
    is_flexible
    {
        length 25
        tip_mass 0
        pitch_stiffness 50
        pitch_damping 8
        yaw_stiffness 50
        yaw_damping 8
        allow_length_flex
        along_stiffness 100
        along_damping 0
        pitch_constraint -28 12
        pitch_friction 0
        pitch_bounce 0
        angle_constraint 28
    }
}
$JiggleBone "Hair_R"
{
    is_flexible
    {
        length 25
        tip_mass 0
        pitch_stiffness 50
        pitch_damping 8
        yaw_stiffness 50
        yaw_damping 8
        allow_length_flex
        along_stiffness 100
        along_damping 0
        pitch_constraint -28 12
        pitch_friction 0
        pitch_bounce 0
        angle_constraint 28
    }
}
$JiggleBone "Hair_B_L"
{
    is_flexible
    {
        length 25
        tip_mass 0
        pitch_stiffness 50
        pitch_damping 8
        yaw_stiffness 50
        yaw_damping 8
        allow_length_flex
        along_stiffness 100
        along_damping 0
        pitch_constraint -28 12
        pitch_friction 0
        pitch_bounce 0
        angle_constraint 28
    }
}
$JiggleBone "Hair_B_M"
{
    is_flexible
    {
        length 25
        tip_mass 0
        pitch_stiffness 50
        pitch_damping 8
        yaw_stiffness 50
        yaw_damping 8
        allow_length_flex
        along_stiffness 100
        along_damping 0
        pitch_constraint -28 12
        pitch_friction 0
        pitch_bounce 0
        angle_constraint 28
    }
}
$JiggleBone "Hair_B_R"
{
    is_flexible
    {
        length 25
        tip_mass 0
        pitch_stiffness 50
        pitch_damping 8
        yaw_stiffness 50
        yaw_damping 8
        allow_length_flex
        along_stiffness 100
        along_damping 0
        pitch_constraint -28 12
        pitch_friction 0
        pitch_bounce 0
        angle_constraint 28
    }
}

$IKChain "rhand" "ValveBiped.Bip01_R_Hand" knee 0.707 0.707 0
$IKChain "lhand" "ValveBiped.Bip01_L_Hand" knee 0.707 0.707 0
$IKChain "rfoot" "ValveBiped.Bip01_R_Foot" knee 0.707 -0.707 0
$IKChain "lfoot" "ValveBiped.Bip01_L_Foot" knee 0.707 -0.707 0

$IKAutoPlayLock "rfoot" 1 0.1
$IKAutoPlayLock "lfoot" 1 0.1

$Animation "a_proportions_corrective_animation" "chara_anims\a_proportions_corrective_animation.smd" {
    fps 30
    ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 0
    ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 1
    ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 2
    ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 3
}

$Animation "a_proportions" "chara_anims\a_proportions.smd" {
    fps 30
    // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
    subtract "a_proportions_corrective_animation" 0
}

$Sequence "ragdoll" {
    "chara_anims\ragdoll.smd"
    activity "ACT_DIERAGDOLL" 1
    fadein 0.2
    fadeout 0.2
    fps 30
    ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 100 100 target 0
    ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 100 100 target 1
    ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 100 100 target 2
    ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 100 100 target 3
}

$Sequence "reference" {
    "chara_anims\reference.smd"
    fadein 0.2
    fadeout 0.2
    fps 1
    ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 100 100 target 0
    ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 100 100 target 1
    ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 100 100 target 2
    ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 100 100 target 3
}

$Sequence "chara_anims\proportions" {
    "a_proportions"
    autoplay
    predelta
    fadein 0.2
    fadeout 0.2
}

$IncludeModel "f_anm.mdl"
$IncludeModel "player/cs_player_shared.mdl"
$IncludeModel "player/ak_anims_ct.mdl"

$CollisionJoints "chara_physics.smd"
{
    $mass 0
    $inertia 10
    $damping 0.01
    $rotdamping 1.5
    $rootbone "valvebiped.bip01_pelvis"


    $jointconstrain "ValveBiped.Bip01_R_Thigh" x limit -12 12 0
    $jointconstrain "ValveBiped.Bip01_R_Thigh" y limit -8 75 0
    $jointconstrain "ValveBiped.Bip01_R_Thigh" z limit -97 32 0

    $jointconstrain "ValveBiped.Bip01_R_Calf" x limit 0 0 0
    $jointconstrain "ValveBiped.Bip01_R_Calf" y limit 0 0 0
    $jointconstrain "ValveBiped.Bip01_R_Calf" z limit -12 126 0

    $jointconstrain "ValveBiped.Bip01_L_Thigh" x limit -12 12 0
    $jointconstrain "ValveBiped.Bip01_L_Thigh" y limit -73 6 0
    $jointconstrain "ValveBiped.Bip01_L_Thigh" z limit -93 30 0

    $jointconstrain "ValveBiped.Bip01_L_Calf" x limit 0 0 0
    $jointconstrain "ValveBiped.Bip01_L_Calf" y limit 0 0 0
    $jointconstrain "ValveBiped.Bip01_L_Calf" z limit -8 126 0

    $jointconstrain "ValveBiped.Bip01_L_Foot" x limit 0 0 0
    $jointconstrain "ValveBiped.Bip01_L_Foot" y limit -19 19 0
    $jointconstrain "ValveBiped.Bip01_L_Foot" z limit -15 35 0

    $jointconstrain "ValveBiped.Bip01_Spine2" x limit -48 48 0
    $jointconstrain "ValveBiped.Bip01_Spine2" y limit -25 25 0
    $jointconstrain "ValveBiped.Bip01_Spine2" z limit -25 50 0

    $jointconstrain "ValveBiped.Bip01_R_UpperArm" x limit -39 39 0
    $jointconstrain "ValveBiped.Bip01_R_UpperArm" y limit -79 95 0
    $jointconstrain "ValveBiped.Bip01_R_UpperArm" z limit -93 23 0

    $jointconstrain "ValveBiped.Bip01_R_Forearm" x limit 0 0 0
    $jointconstrain "ValveBiped.Bip01_R_Forearm" y limit 0 0 0
    $jointconstrain "ValveBiped.Bip01_R_Forearm" z limit -149 4 0

    $jointconstrain "ValveBiped.Bip01_L_UpperArm" x limit -30 30 0
    $jointconstrain "ValveBiped.Bip01_L_UpperArm" y limit -95 84 0
    $jointconstrain "ValveBiped.Bip01_L_UpperArm" z limit -86 26 0

    $jointconstrain "ValveBiped.Bip01_L_Forearm" x limit 0 0 0
    $jointconstrain "ValveBiped.Bip01_L_Forearm" y limit 0 0 0
    $jointconstrain "ValveBiped.Bip01_L_Forearm" z limit -149 4 0

    $jointconstrain "ValveBiped.Bip01_L_Hand" x limit -37 37 0
    $jointconstrain "ValveBiped.Bip01_L_Hand" y limit 0 0 0
    $jointconstrain "ValveBiped.Bip01_L_Hand" z limit -57 59 0

    $jointconstrain "ValveBiped.Bip01_Head1" x limit -20 20 0
    $jointconstrain "ValveBiped.Bip01_Head1" y limit -25 25 0
    $jointconstrain "ValveBiped.Bip01_Head1" z limit -13 30 0

    $jointconstrain "ValveBiped.Bip01_R_Hand" x limit -60 60 0
    $jointconstrain "ValveBiped.Bip01_R_Hand" y limit 0 0 0
    $jointconstrain "ValveBiped.Bip01_R_Hand" z limit -57 70 0

    $jointconstrain "ValveBiped.Bip01_R_Foot" x limit 0 0 0
    $jointconstrain "ValveBiped.Bip01_R_Foot" y limit -25 6 0
    $jointconstrain "ValveBiped.Bip01_R_Foot" z limit -15 35 0
}

$CollisionText
{
    animatedfriction
    {
        "animfrictionmin" "1.000000"
        "animfrictionmax" "400.000000"
        "animfrictiontimein" "0.500000"
        "animfrictiontimeout" "0.300000"
        "animfrictiontimehold" "0.000000"
    }
    editparams
    {
        "rootname" "valvebiped.bip01_pelvis"
        "totalmass" "90.000000"
        "jointmerge" "valvebiped.bip01_pelvis,valvebiped.bip01"
        "jointmerge" "valvebiped.bip01_pelvis,valvebiped.bip01_spine1"
    }
}
 
Последнее редактирование:

pimnik98

Участник
Сообщения
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2
Подскажите как они называются, а также заметил что один раунд можно сыграть и все равно крашится клиент
Сообщения автоматически склеены:

Вроде эти кости:
$Attachment "pistol" "ValveBiped.Bip01_R_Thigh" 0.05 3.84 -6.3 rotate 0.08 -2.59 79.96
$Attachment "primary" "ValveBiped.Bip01_Spine2" 10.44 -5.1 -4.88 rotate -11.71 179.79 3.52
 

Kult

Повелитель костылей
Сообщения
667
Реакции
874
@pimnik98, это не совсем кости. Это аттачменты. Объясню по-простому, у тебя есть конечная цель - сайт. Для эффективного и простого перехода мы делаем гиперссылку на него, например - Тык. Собственно, аттачмент и является такой гиперссылкой, а сайт является готовой конечной костью. Аттачмент не создаёт что-то новое, он лишь показывает куда это надо направить.
Для корректной работы с оружием должны стоять общие аттачменты на оружие и КОСТЬ _clip. Не помню точно как называется, но чёт по типу ValveBiped.Bip01_Clip01
 

pimnik98

Участник
Сообщения
21
Реакции
2
Действительно, благодаря тестам нашел уже юнит
$DefineBone "ValveBiped.weapon_bone" "ValveBiped.Bip01_Spine" -44.907597 -1.112826 0.000032 -89.999982 -85.233439 0 0 0 0 0 0 0
$DefineBone "ValveBiped.weapon_bone_RHand" "ValveBiped.weapon_bone" -2 4 -2.354678 -27.017025 2.049699 -84.348383 0 0 0 0 0 0
$DefineBone "ValveBiped.weapon_bone_LHand" "ValveBiped.weapon_bone_RHand" 0.701226 0 0 52.017348 22.279117 90.808656 0 0 0 0 0 0
$DefineBone "ValveBiped.weapon_bone_Clip" "ValveBiped.weapon_bone_LHand" 0 0 0 -0.000001 -0.000005 0.000003 0 0 0 0 0 0

Чара.png
 

Kult

Повелитель костылей
Сообщения
667
Реакции
874
@pimnik98, похоже на правду, только дефлинбон - немного другое и в сути своей ни на что не влияет.
Ты проверь как модель держит огнестрел, а не нож)
 
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